The 100 limit is for players who started playing the game starting late May 2017.Is the 100 limit only for us, the new players?
The 100 limit is for players who started playing the game starting late May 2017.Is the 100 limit only for us, the new players?
This. There’s no point smashing out bulk one-star ratings in a vengeful rant, but GI do read and sometimes respond to the iStore ratings, so if it starts appearing as a regular thing on there (or windows/Android), they will take notice, whether or not that does any good we will find out.Unfortunately I believe they'll only realize that's a mistake when their rating stars on the app stores begin to going down....
No they won't. If it makes more money to keep the limit, they won't care. In the end, its the money that matters.This. There’s no point smashing out bulk one-star ratings in a vengeful rant, but GI do read and sometimes respond to the iStore ratings, so if it starts appearing as a regular thing on there (or windows/Android), they will take notice, whether or not that does any good we will find out.
No they won't. If it makes more money to keep the limit, they won't care. In the end, its the money that matters.
Who knows eh Volly…
Personally when I'm looking to download a game I always read the reviews first same as I do on Netflix and Amazon Prime when streaming if I read rubbish/negative reviews I don't even bother and move on and look for another.
This would hold true IF people actually buy greenies for the purposes mentioned. If people decide to just fly less flights instead, then its a moot point. Remember, most people buy greenies solely for land expansion. I think the benefits of the 100 item limit is to slow down the progression of the gamers. That's why things such as the planetarium drop rates were tweaked for example.The reason for the 100 item limit is obvious to me. To get players to use more greenies.
Look at each place where a limit is placed:
There is one thing all of you are overlooking here - They can do statical analysis on how EVERYONE plays and see the limit increases revenue. They won't remove the limit because of this. Ivan doesn't do this type of analysis work so I wouldn't expect him to know this information.
- Sleeping pills, beds...it you need more to send more flights, use greenies to buy them.
- I'll save up in gifts for specific flight. Nope. You got to use greenies to buy what you need
- I'll binge fly to get a high rating. Nope. That is if you don't want to use greenies to send planes.
Gi is in the business to make money. So, the 100 limit is here to stay and no amount of complaining will want them to cut revenue just to make a few people happy.
Unfortunately, the majority of bad reviews are from people who want an "instant complete and win" and don't realize this is a game you play for years. They complain about how much buildings cost and using greenies to complete them, and how they can never advance without spending real $$$. But very few are complaining about the 100 item limit, because they never saw the game without it. The facebook book page seems to be catering more toward facebook players, rarely see anyone complaining about mobile 100 item limit. (facebook players have had it for quite a while). It's a shame they combined Facebook game along with mobile game on facebook, as the 2 games are very different. (but that's a whole different complaint not meant for this forum)
I can't speak for faceplant for i refuse to use it due to anything you put on there is used by others, and in some cases to harm you financially.Unfortunately, the majority of bad reviews are from people who want an "instant complete and win" and don't realize this is a game you play for years. They complain about how much buildings cost and using greenies to complete them, and how they can never advance without spending real $$$. But very few are complaining about the 100 item limit, because they never saw the game without it. The facebook book page seems to be catering more toward facebook players, rarely see anyone complaining about mobile 100 item limit. (facebook players have had it for quite a while). It's a shame they combined Facebook game along with mobile game on facebook, as the 2 games are very different. (but that's a whole different complaint not meant for this forum)
Hi, we're close to having a feature complete build, and therefore I can give you a quick preview of 6.10 update that's coming in August.
* Please note that subscription might not be available immediately when the update is released, but rather within a few days.
- It Came from Outer Space special event with a new reward: the Enigma House.
- The event shop with four spectacular buildings: the Jupiter Storm, the Venus Whirlwind, the Mars Plateau, and the Amalthea Ice.
- Five new collections from early flights like Egypt and Cyprus and lots of side quests that will give a warm welcome to our new players. We have a good tradition of having some collections dedicated to other Game Insight games (that would be Transport Empire and Sunshine Bay to name a few), and now we’re extending our greetings to several new titles like Guns of Boom and Trade Island.
- Subscription service for Google Play with all features and options available on iOS.*
- Common collectible items are now distributed across 18 different sets in the store. There’re chests for collections from each helicopter type and the collections from guest planes, as well as chests for collections available at certain levels like level 51-55. The classic Collections chest with common items from collections available at your level remains in the store for the same price.
- You can now see the preview of everything that you can get from any chest, which is especially handy for Mystery Building and Mystery Super Building chests.
- The option to have a private space launch if you don’t want anyone else to join.**
- Items in the inventory now have an extended description what are they needed for and where you can find them.
- The hints for additional items required to complete a building will now show a number of those items you already have in inventory.
- Mystery Super Building 5 is now available in the Store for 299 Airport Cash. You can still get it from Daily Deals in the Bank for 199. As usual, this is the last resort option to get an event reward building if you’ve missed it previously.
- Flight maps now have a required plane type in their descriptions.
- Incoming gifts now have expiration timers, and you have one week to take it from the moment the gift was sent.*** That’ll be the same timer both for taking it and sending it back since so many of you have asked us to keep a list of accepted gifts for some time.
- Successfully sending a gift now triggers a small notification instead of a window you have to tap through.
- We’ve upscaled all bonuses and most of the chests to HD, the difference is quite noticeable if you play on a tablet.
- A new animation for most timers, it’s now familiar to what you used to see in real airports.
- The number of Persian Carpets’ collections to get a Carpet Plane is reduced from 10 to 3.
- Unique cover images for Town Hall, Terminal, and Control Tower.
- You can now choose any of the 12 languages we support in the Settings menu without the need to change your preferred OS/device language.
- Updated UI: Collections, Global Map and Ratings, Neighbors and Profile, Repair Base, Special Offers.
- You can now see all the reward buildings and planes for completing collections right away in the collections menu. Finally!
- Lots of bug fixes and minor UI improvements.
** I know you’ve asked for ‘invitation only’ launches, but that thing is trickier to do. We might get to it someday later.
*** If you don’t visit your own city at least once a week, I guess, you’re not very interested in developing it — and we can better allocate those server resources.
Cheers,
Ivan and the Airport City team.
Please please please have a look at the issue with flight allocation for alliance missions, I want to be able to store aircraft ( like the carpet and S3 PPT ) but currently even if I store them in the reserve hangar I still get them for missions. I’ve tried speaking to support some time ago and they tell me the alliance missions are random so I’ve given up, I really do try not to interact with them as they send my levels of frustration to extreme levels
My experience shows that alliance flights are assigned as follows: #1 for the lowest level plane you have in any of your active or reserve hangars; #2 for the highest level plane and #3 for the plane type you have most number of planes. Can you comment, Ivan, is this right or wrong consideration?If we don't count the reserve hangars for alliance missions, they'll be very easy to abuse. The alliance missions are random within certain basic rules, but are harder on higher levels. We've made them around 20-30% easier half a year ago, I believe (I can't put an exact date at the moment). We might get them to be easier to complete someday in the future, but that's not a promise.
That reduction was a great move by the way, and I'm sure it was because the requirements before were nearly impossible with the item limitation. I think that if the game is changed with each update to cater to those with the limitation, then I believe all players will truly be content. So far, the difficulty of events and alliance tasks are definitely a step in the right directionIf we don't count the reserve hangars for alliance missions, they'll be very easy to abuse. The alliance missions are random within certain basic rules, but are harder on higher levels. We've made them around 20-30% easier half a year ago, I believe (I can't put an exact date at the moment). We might get them to be easier to complete someday in the future, but that's not a promise.
Well said Ivan. Thanks for the time.Well, this all went down as usual — no one's discussing the actual update, but everyone's upset about a balance change made over a year ago (I'm exaggerating here a bit, of course). The updates are coming monthly with new features because our employer is a commercial company that makes profit and pays salaries to our team to make those updates. If Airport City at any point will fail to produce profit or attract new players at a desirable rate, our team will get disbanded and the only updates left will be weekly sales of expansions and Airport Cash. That's how many free to play games end up just a few months after being released.
We've very lucky to have the support of paying customers — which are just a tiny percentage of all players, that's the case with all free to play games — that pay both for our salaries and entertainment of all players who play for free. If you're reading this — thank you, and I hope you get good value for your money. I'm a paying customer myself of another very popular free to play game, and spent a crazy amount of money on it over the years to support the developers (I'm not always excited about their desicions, too, but that's their game and their rules). If you play for free and want to trash the game with 1 star rating or such — of course, you're free to do it, and some players do just that every month for over year with each new update (I'm serious, that's what I call commitment), but the point of it is lost upon me. If you hate the game so much you put a 1 star rating with every update, maybe it's time to move on and don't force yourself to play it?
Although this limit was not made the way I'd do it if given a chance, it was necessary one way or another, because it was a broken economy. Most games have limited inventory, and it's way more limited than inventory of Airport City (check out a couple of top city building games in the App Store or Google Play). Game designers should have thought about it prior to launching a game, that's true, but we took a significant tech effort to not force this limit on those players that played before it was introduced, because we respect their commitment to the game and their accrued resources. As of now, there're very few of the players that don't have the limit, it's not 'half and half', it's much closer to a drop in the ocean, so it's mostly a level playing field. Of course, this forum is generally visited by veteran players, and you get the wrong idea that everyone's up in arms about this limit, while most concerns of an average player are in the realm of 'too expensive' and 'too long to progress'.
And, of course, very few of the developers play Airport City the way proper players do, although I know at least three team members who play daily on their personal devices. There're no bonuses or priviliges for them like free Airport Cash, and the popular idea on the forum that some of the top players are our fake accounts is plain wrong. Most of the developers spend 40-50 hours every week working and playing the unstable test versions with hundreds of bugs, and it's hard to blame them for coming home and doing something else in their free time.
Cheers,
and I hope you do enjoy the next update when it comes.
P.S. As usual, this is not an official stance of Game Insight or its affiliates on any of the issues discussed, and I'm not a representative of the company or its views. For all legal purposes, this is my personal opinion and should be interpreted as such.
Well, this all went down as usual — no one's discussing the actual update, but everyone's upset about a balance change made over a year ago (I'm exaggerating here a bit, of course). The updates are coming monthly with new features because our employer is a commercial company that makes profit and pays salaries to our team to make those updates. If Airport City at any point will fail to produce profit or attract new players at a desirable rate, our team will get disbanded and the only updates left will be weekly sales of expansions and Airport Cash. That's how many free to play games end up just a few months after being released.
We've very lucky to have the support of paying customers — which are just a tiny percentage of all players, that's the case with all free to play games — that pay both for our salaries and entertainment of all players who play for free. If you're reading this — thank you, and I hope you get good value for your money. I'm a paying customer myself of another very popular free to play game, and spent a crazy amount of money on it over the years to support the developers (I'm not always excited about their desicions, too, but that's their game and their rules). If you play for free and want to trash the game with 1 star rating or such — of course, you're free to do it, and some players do just that every month for over year with each new update (I'm serious, that's what I call commitment), but the point of it is lost upon me. If you hate the game so much you put a 1 star rating with every update, maybe it's time to move on and don't force yourself to play it?
Although this limit was not made the way I'd do it if given a chance, it was necessary one way or another, because it was a broken economy. Most games have limited inventory, and it's way more limited than inventory of Airport City (check out a couple of top city building games in the App Store or Google Play). Game designers should have thought about it prior to launching a game, that's true, but we took a significant tech effort to not force this limit on those players that played before it was introduced, because we respect their commitment to the game and their accrued resources. As of now, there're very few of the players that don't have the limit, it's not 'half and half', it's much closer to a drop in the ocean, so it's mostly a level playing field. Of course, this forum is generally visited by veteran players, and you get the wrong idea that everyone's up in arms about this limit, while most concerns of an average player are in the realm of 'too expensive' and 'too long to progress'.
And, of course, very few of the developers play Airport City the way proper players do, although I know at least three team members who play daily on their personal devices. There're no bonuses or priviliges for them like free Airport Cash, and the popular idea on the forum that some of the top players are our fake accounts is plain wrong. Most of the developers spend 40-50 hours every week working and playing the unstable test versions with hundreds of bugs, and it's hard to blame them for coming home and doing something else in their free time.
Cheers,
and I hope you do enjoy the next update when it comes.
P.S. As usual, this is not an official stance of Game Insight or its affiliates on any of the issues discussed, and I'm not a representative of the company or its views. For all legal purposes, this is my personal opinion and should be interpreted as such.
I am not sure how much they care about the star rating. But they will learn when their greenies sales go down. That's why they don't apply this to old players.Unfortunately I believe they'll only realize that's a mistake when their rating stars on the app stores begin to going down....